Heroes Clash – Bakugo (I)Designer Deck Profile

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  • Hello everyone, Shane Duckworth here from the Game Design team! I want to share my favorite deck that I played at the Pasadena regional. For those who don’t know, a handful of Jasco Games staff was in attendance at Pasadena, and the design team brought some decks containing Set 3 – Heroes Clash cards. We held an open invitation for anyone to challenge us, rewarding them with a random card from Heroes Clash for taking the time to play a game with us!

    I built a total of 3 decks for this event and Bakugo was by far my favorite. It was a smash hit all weekend with many players commenting on how cool the deck was. The two other Jasco gunslingers, Tim and Mitch, also really enjoyed playing this deck, creating a funny situation where all three of us wanted to play this deck at the same time!

    Stun Grenade is the missing piece Bakugo (I) needed to solve his natural 6 Hand Size aggro problems. Not only does it dig for another Fury attack, but it will also trigger Aggressive Temper and Burst Speed if those cards are revealed and discarded!

    Double Front Beat Down is my absolute favorite attack to play with Bakugo (I). It’s a powerful card and always feels fun to throw down on the table, spinning the wheel and building in ready foundations to support your attack string. The effect on this attack also triggers Aggressive Temper and Burst Speed, so keep an eye out for those two cards when playing both Double Front Beat Down and Stun Grenade.

    Many players get scared off by the 1 check as those can be crippling to your first turn build, spelling doom for the entire game if you fail your opening build. The way to help circumvent this is through proper deckbuilding. Our deck packs a total of 16 zero difficulty spam foundations to help combat checking Double Front Beat Down on turn 1. You should almost always draw a safe opening hand to build with.

    Going second with this deck feels great as Bakugo starts ready, giving you the freedom to play foundations on a 2 difficulty curve, committing Bakugo if you check a 1. Bakugo also has 28 Health which is somewhat tanky for the amount of offense he can dish out. He can easily wipe out his rival in 1 turn if they disrespect him by overextending.

    Destined for Mainstream Success is a great foundation that can ease the fear of checking that dreadful 1, calling “Attack” and either grabbing a free attack off the top of your deck, or revealing a foundation and confirming your next check. Small And Limber also helps as you primarily commit it to pass a check, then readying it by destroying a foundation with Bakugo’s enhance.

    Signature Right Swing is an incredible card for Bakugo that:

    1. helps him cycle for more attacks and;
    2. triggers any Aggressive Temper and Burst Speed you may have in your hand

    There have been many times I have drawn a Stun Grenade from Signature Right Swing, or found a Signature Right Swing with Stun Grenade, piecing together a nasty onslaught of attacks. Keep in mind that discarding 2 cards is a cost, so please beware of counters such as Night Watch and Nullify as they will cancel the effect of drawing 2 cards. However, you might still want to discard 2 anyways if you have Aggressive Temper or Burst Speed in your hand! 😉

    While Bakugo can threaten big damage with any attack, both Howitzer Impact and Blast Rush Turbo operate as finishers. Howitzer Impact is a low-input high-output type card, putting out 8 damage for just 4 difficulty. Blast Rush Turbo puts out large stats, commonly sitting at 10 damage (+3 from its enhance, +2 from Bakugo). You can spend any Momentum you generate with the enhance on Blast Rush Turbo or with Powerful: 2 on Stun Grenade.

    This is primarily a blueprint for one of many ways to play Stun Grenade Bakugo. I choose to play this off the Air Symbol because I really enjoy playing Double Front Beat Down and Air supports it very well with cards like Destined for Mainstream Success and Small And Limber. Fire Fury attacks get a huge boost with the upcoming Endeavor (II) Starter Deck, so it might be worth looking into for more Stun Grenade targets. I also purposely chose not to play Grenadier Bracers because I wanted to maximize hitting foundations with Double Front Beat Down, but you should most certainly consider playing it as it drastically increases the power of Bakugo!

    With Set 3 – Heroes Clash, you will see lots of cards play a similar role as Stun Grenade in Bakugo. As you may know in Set 2 – Crimson Rampage, there were 12 total characters with mini-support of two cards. This was done to increase the cast of playable characters with just two sets. Set 3 – Heroes Clash not only adds 8 new characters to the roster, but it also helps fill gaps that previous characters may have had by adding tools specifically designed at helping them out. Here is an example of an attack found in the Set 3 – Plus Ultra packs, directed toward Ibara Shiozaki (I) from Set 2.

    GenCon Regional License Exam Live Coverage

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  • The recorded coverage of the tournament will be going live on our social channels shortly after GenCon! To provide all the live details however, we’ll be covering the feature matches live! Keep your eyes on this post as we update it with the highlights from the games throughout the day!

    [Round 1] Ben Shoemaker – Kirishima (II) v. Dillon Bauman – Todoroki (II)

    Game 1

    Dillon starts off game 1 with a build 3 pass. Ben responds on his turn by building 4, holding 3 in hand.

    Dillon kicks off the aggression with ‘Grasping Tape Toss’ and stunning Ben for 3 between the enhances of the attack and Shoto Todoroki. Ben gets a fresh foundation via Kirishima’s enhance. The attack is blocked and deals 4 damage. Dillon ends his attacks there and follows up by building 3 foundations and passing turn.

    Ben starts off his turn 2 with a ‘Hardened Chop’. Dillon uses Todoroki’s enhance to pick up ‘Grapsing Tape Toss’ from his momentum. He opts to not block the attack and takes 6 damage. Back Alley Haymaker is played as the second attack and Dillon responds with ‘Challenging The Fakes’. Ben opts to pay for the cost and proceed with the attack. Dillon’s ‘Shock Treatment’ commits Ben’s ‘Learning The Standards’. The attack is fully blocked. Ben builds a foundation and passes turn.

    Dillon attacks with ‘Grasping Tape Toss’ and stuns Ben for 3. Dillon sends the attack for 9, with Ben taking it and setting him to 14 health. Dillon follows up with ‘Setup Strike’ which Ben full blocks. Dillon builds out 3 foundations and passes turn.

    ‘Hardened Jab’ opens Ben’s turn. Dillon responds with a ‘Fourth Kind’ buddy block! Ben follows up with a ‘Hardened Frenzy’ that sends for 4 High and 7 Damage. Dillon takes setting the life totals to 14 all. Ben builds a ‘Super Regeneration’ and passes turn.

    Dillon goes into his turn by playing all grey, building 2 foundations and passing turn.

    Ben kicks off his turn with ‘Hardened Frenzy’, Dillon responding with ‘Making A Stand’ to force Ben to discard a momentum. Dillon uses Todoroki to draw his momentum, slows down the attack with ‘Ice Gliding’ and then full blocks the attack. A second ‘Hardened Frenzy’ follows from Ben, which once again gets ‘Ice Gliding’ used on it. Dillon full blocks the attack and the turn is passed to him.

    Dillon fires off a ‘Bloodcurddle’ to start his turn, turning off Kirishima’s abilities. Dillon follows with ‘Grasping Tape Toss’ for the third turn in a row. The throw is sent for 11 damage which Ben blocks with ‘Faith’s Shield’. The follow up attack is ‘Indiscriminate Shock 1,300,000 Volts’ from Dillon for 12 Damage, which is half blocked for 6. ‘Super Regeneration’ is used to set Ben to 9 health. Dillon fails to play a foundation to pass turn.

    ‘Hardened Chop’ is the first play of Ben’s turn which is fully blocked by Dillon, forcing him to discard a card leaving him at 1 in hand. Ben does not bite and opts to build 3 and pass.

    Dillon starts his turn with a ‘Searing Glacial Storm’ and sets both stages to 5 foundations. Ben takes the attack for 6, taking him down to 3 Health. Dillon then goes for a build 4 and passes turn.

    Ben starts his turn by cycling his deck and drawing to hand size. His first play is ‘Hardened Frenzy’, which Dillon responds by using Todoroki to add a momentum to his hand. The attack is fully blocked. The ‘Hardened Frenzy’ is built down to stage and a ‘Texas Smash’ follows. The attack is half blocked, setting Dillon to 11. ‘Texas Smash’ #2 is the follow up for 11 damage and is half blocked for 6 damage setting Dillon to 5. Ben continues into ‘Hardened Frenzy’ which Dillon responds by drawing 2 cards via ‘Passing The Torch’, drawing out of his empty hand. He fully blocks the attack and pushes Ben to pass turn.

    Dillon opens with a ‘Bloodcurddle’ to take away any draw options via ‘Kirishima’ which leaves Ben empty handed. Dillon presents 2 attacks which closes Game 1 giving him the first win of the match!

    Game 2

    Ben takes the lead in Game 2, attempting to play 4 foundations but only being able to build 3.

    Dillon follows suite by attempting a build 4 but only managing 3.

    The aggressions starts on Ben’s second turn with a ‘Hardened Chop’, which gets fully blocked and forces Dillon to discard down to 1 card in hand. ‘Hardened Frenzy’ is the follow up which Dillon takes sending him to 19. Ben builds and then passes turn.

    Dillon starts his turn with a Stun 2 from ‘Searing Glacial Storm’ and another Stun 2 via Todoroki’s Stun, committing down all of Ben’s foundations. The attack is taken, setting Ben to 18 Health. Dillon builds 2 and passes turn.

    Ben starts his turn with ‘Hardened Chop’ which sends for 9 Damage that is fully taken by Dillon, setting him to 10 Health. ‘Hardened Pummel’ is the follow up, as Dillon takes his momentum back to his hand. The attack is fully blocked. ‘Hardened Frenzy’ gets sent for 8 Damage and is fully Blocked by Dillon, forcing the pass of the turn.

    Dillon repeats his previous turn by completely stunning down Ben via ‘Searing Glacial Storm’. Ben gets himself a standing foundation via Kirishima and blocks with ‘Faith’s Shield’. Dillon builds 2 and passes turn. Life totals are 18 for Ben and 10 for Dillon.

    Ben sees all grey going into his turn and opts to build 3 and pass turn.

    Dillion responds in kind by building 2 and passing back to Ben.

    Ben finds himself ‘Back Alley Haymaker’ to start his turn, drawing him into additional attacks. ‘Making A Stand’ from Dillon forces a momentum discard from Ben and then the attack is fully blocked. ‘Texas Smash’ is the follow up, which is half blocked setting Dillon to 4. Ben’s aggression continues with ‘Hardened Frenzy’ which forces the concession from Dillon and pushes the match to Game3!

    Game 3

    Dillon starts the game by building 1 and passing turn.

    Ben goes into his first turn building 5 and passing back.

    ‘Electric Jolt’ kicks off Dillon’s turn and is sent for 4 Damage, which Ben fully takes. Dillon repeats the play by pushing a second ‘Electric Jolt’ Ben’s way, which is taken for 6 Damage. Dillon closes his turn by building 1 foundation.

    Ben kicks off his second turn with ‘Back Alley Haymaker’. Dillon uses both ‘Electric Jolts’ in his momentum to commit down 2 of Ben’s foundations, then uses Todoroki to take 1 back into his hand. The attack is fully blocked and Ben follows up with another Haymaker. Dillon takes 7 Damage, setting him to 20 as Ben builds 2 and passes turn.

    ‘Indiscriminate Shock 1,300,000 Volts’ opens Dillon’s turn, however he checks a 3 and is forced to commit out. The 12 damage attack is received with Kirishima’s response, taking half damage and setting Ben to 11. Time is called as Dillon’s second attack gets ‘Faith Shield’ blocked, forcing the build 2 and pass.

    Ben opens once again with ‘Back Alley Haymaker’, DIllon not able to make the block and having his Health set to 15. ‘Hardened Chop’ is the follow up for 7 damage, pushing Dillon down to 8 Health. ‘Hardened Jab’ continues the aggression, which Dillon fails to block and a final ‘Hardened Jab’ seals the deal.

    Ben Shoemaker takes the match 2 – 1 over Dillon Bauman in Round 1.


    [Round 2] James Dye – Tokoyami (I) v John Finn Shigaraki (I)

    Game 1

    Tokoyami takes first turn building 3 foundations and checking a ‘Summon Dark Shadow’.

    Shigarki builds 4 foundations and passes turn.

    Tokoyami opens with a ‘Dark Shadow Ruin’, pumping it with ‘Summon Dark Shadow’. Shigiraki full blocks and activates his ability to destroy a foundation.

    Shigiraki plays ‘Cheerful Uppercut’ without choosing to review. Tokoyami attempts to block and the card fails, taking 4 damage then responds with Shigiraki to put Tokoyami to 11 Health. After poking, a build 2 foundations to end turn.

    Tokoyami builds 2 foundations then plays ‘Giant Ice Wall’ as the third card. Shigiraki confidently takes the 5 Damage going to 23 Health.

    Shigiraki chooses not to review and opens with ‘Acid Chop’. Tokoyami chooses to not block and takes 4, with the response of Shigiraki burning another 5, Tokoyami going to 2. Shigiraki responds to draw a card with ‘Excited For Blood’ and proceeds to play another ‘Cheerful Uppercut’ threatening lethal on half block. Tokoyami unable to block takes the full attack and we proceed to Game 2.

    Game 2

    Tokoyami offers Shigiraki to go second and the players draw up to hand size. Shigiraki opts to mulligan once and Tokoyami is content with their hand. Shigiraki opens with a strong build 4 turn one.

    Tokoyami returns with building 3 foundations of their own.

    Shigiraki choosing not to review, opens the turn with the form on ‘League Interview’ to guarantee pass a ‘Cheerful Uppercut’. Tokoyami blocking with a ‘Frigid Heatwave’ fully blocks the attack and forces Shigiraki to stop attacking to build 2 foundations as the turn passes.

    Tokoyami builds 3 foundations and passes back.

    Shigiraki repeats his previous turn with a ‘League Interview’ into ‘Cheerful Uppercut’. Opting not to block, Tokoyami takes 4 Damage from the attack then another 5 from Shigiraki’s response and draws a card from ‘Excited for Blood’ going to 26 Health. After building 2 foundations, passes back the turn.

    ‘Ice Storm’ is played to open the turn, followed by a ‘Summon Dark Shadow’. Shigiraki takes 5 damage from the ‘Ice Storm’ then gains 3 back from a ‘Super Regeneration’ gaining 3 to be at 24 Health. Tokoyami then plays ‘YEEAAAAAAAAHHHHH!!!’ with plus 3 to the check, commits only 1 foundation to pass. Shigiraki blocks with ‘Plus Ultra’ to full block and destroys a ready foundation with his response. Turn is passed.

    ‘Turn To Dust’ comes down as the first enhance, attempting to destroy a card on Tokoyami’s board. Choosing to lose the health to stop that ability, Shigiraki draws a card and gains 4 Health on ‘Excited for Blood’. After a Stun 2 and EX 2, Shigiraki takes the game with 5 Damage on the card and burn 5 from his character.


    [Round 3] Daniel Buchanan – All Might (II) v Mitchell Cimino – Kyoka Jiro (I)

    Game 1

    Mitchell goes first. Builds 6.

    Daniel builds 4, with double Heroic Lineage.

    Mitchell builds 3, holds 3.

    Daniel plays ‘Crow and Frog Takedown’, it gets ‘Specialist of Sound’ed. All Might damage pumps it, Jiro double ‘Resistance’s and blocks the attack. All Might plays a ‘Frigid Heatwave’, milling attacks and using AM2 to return it to three damage. AM2 draws two cards with Heatwave. Jiro takes the 3 damage and AM2 builds 3, holding 4.

    Mitchell plays Unwavering Slash, pumping it’s stats and the building a Quick Creation. Daniel discards his 1 momentum to draw. Jiro draws with Passing The Torch, then readies it and draws with Unwavering. All Might takes the 5 damage and draws. Jiro plays a foundation and Staff Strike, pumping the damage. Jiro uses the combo enhance. Jiro puts a foundation in with Quick Create, Daniel responds with Lineage for -3 speed. Jiro draws 2 with Staff Strike and the attack is full blocked. Jiro play a foundation, then Unwavering Slash giving it +6/+6. Jiro builds in another Quick Create and readies and draws. Jiro uses Quick Create to make Unwavering 14 damage and put a foundation in. All Might uses In The Typhoon to consider it fully blocked. Jiro plays an Unwavering and gives it +8/+8. Unwavering builds in a 3rd Quick Create. Unwavering hits for 13 damage, putting All Might to 11 health vs Jiro’s 24. Jiro takes no Momentum.

    All Might first Forms on League Interview. Daniel plays Frigid Heatwave, Specialist of Sound makes it 2 speed. All Might draws 2 off of Heatwave. All Might and Heatwave damage pump it to 8 damage and it is fully blocked. All Might plays Giant Ice Wall and stuns 2. Mitchell responds with 2 ‘It Can’t Be Fixed’ and builds 2. Ice Wall is fully blocked. All Might plays ‘Confident Counterstrike’. With All Might’s damage pumps and it’s own enhance, it deals 8 damage. All Might builds 2 and passes with 11 life to Jiro’s 16.

    Jiro plays Cannon Blast and responds for speed and damage, also cycling their deck. Cannon is full blocked. Jiro builds 1 foundation and plays ‘Staff Strike’, responding for +3 speed. Jiro uses Combo Enhance. All Might uses ‘Forcing Surrender’ to clear his ‘Sugar Rush’ block from his card pool. Jiro uses 2 quick creates to put 2 foundation in their card pool. Jiro draws 3 cards for 3 foundations in card pool. Jiro uses ‘Passing the Torch’ to draw a card. ‘Staff Strike’ is full blocked. Jiro plays a foundation and commits 2 to pass it. Jiro plays a ‘Preparing for Battle’ on a 1. Jiro passes turn.

    All Might plays a ‘Frigid Heatwave’ and draws 2. All Might mills with character and Heatwave for to make it 8 damage. Jiro full blocks the attack. All Might plays ‘Exploding Pride’. All Might makes it 7 damage, and uses ‘Ice Gliding’ to give it a speed and responds with 2 Heroic Lineage to make it 11 damage. Jiro takes it and goes to 5 health. All Might plays Ice Storm. All Might makes it lethal at 6 damage, ‘Quick Create’ makes it 4 damage again and Jiro goes to 1 health. All Might plays a ‘Crow and Frog Takedown’ with three ready, checks a 3 and it fails, passing turn.

    Jiro plays a foundation then plays Capture Net. All Might surrenders the game.

    Game 2

    All Might chooses to go first. All Might builds 4 and passes.

    Jiro builds 4, failing the 5th and passes with 2 in hand.

    AM2 plays a Heatwave, it gets -3 speed from Specialist of Sound. All Might mills with his character for damage, getting 6 ranged and draws 2. Heatwave mills with itself bringing it to 6 damage. Jiro half blocks with ‘Resistance’ and Breaker 1s. All Might plays a ‘Confident Counterstrike’. With All Might’s damage pump and it’s own enhance, it hits for 11 damage bringing Jiro to 13 health. All Might builds 3 and passes with 3 in hand and 2 momentum.

    Jiro builds a ‘Quick Create’, a ‘Preparing for Battle’, then plays a ‘Staff Strike’ responding for 3 speed. Jiro combo enhances. All Might uses Ice Gliding for -2 speed. Jiro draws 1 card with Staff Strike’s enhance. All Might uses ‘Evil Gaze’s enhance. All Might full blocks the attack with ‘Confident Counterstrike’. All Might destroys ‘Specialist of Sound’ with Evil Gaze’s floating effect and responds with Counterstrike for Jiro to discard 1 card. Jiro plays a Capturing Net and responds for +3/+3. AM2 uses All Might’s enhance to draw a card, then takes the 8 damage from Capturing Net and draws another card. Jiro plays an Unwavering Slash, responding for +4/+4. Unwavering builds a Quick Create. AM2 doesn’t block and takes 8, going to 15 health. Jiro passes turn with 1 card in hand.

    AM2 plays ‘Giant Ice Wall’. Ice Wall stuns 2 and Jiro responds with ‘It Can’t Be Fixed’. All Might damage pumps it and Jiro takes it, going to 7 health. All Might plays Nitro Explosion. All Might uses ‘Nervous Habit’ and ‘Ice Gliding’ to give it speed, and All Might to damage pump it. Jiro uses Quick Create to give it -2 damage, then takes it and goes to 2 health. All Might plays a second Nitro Explosion and Jiro surrenders the game.

    Game 3

    Mitchell goes first. Builds 6.

    Daniel builds 4, with double Heroic Lineage.

    Mitchell builds 3, holds 3.

    Daniel plays ‘Crow and Frog Takedown’, it gets ‘Specialist of Sound’ed. All Might damage pumps it, Jiro double ‘Resistance’s and blocks the attack. All Might plays a ‘Frigid Heatwave’, milling attacks and using Mitchell to return it to three damage. Mitchell draws two cards with Heatwave. Jiro takes the 3 damage and Mitchell builds 3, holding 4.

    Mitchell plays ‘Unwavering Slash’, pumping it’s stats and the building a ‘Quick Creation’. Daniel discards his 1 momentum to draw. Jiro draws with ‘Passing The Torch’, then readies it and draws with Unwavering. All Might takes the 5 damage and draws. Jiro plays a foundation and ‘Staff Strike’, pumping the damage. Jiro uses the combo enhance. Jiro puts a foundation in with ‘Quick Create’, Daniel responds with Lineage for -3 speed. Jiro draws 2 with ‘Staff Strike’ and the attack is full blocked. Jiro play a foundation, then ‘Unwavering Slash’ giving it +6/+6. Jiro builds in another Quick Create and readies and draws. Jiro uses ‘Quick Create’ to make Unwavering 14 damage and put a foundation in. All Might uses ‘In The Typhoon’ to consider it fully blocked. Jiro plays an Unwavering and gives it +8/+8. Unwavering builds in a 3rd ‘Quick Create’. Unwavering hits for 13 damage, putting All Might to 11 health vs Jiro’s 24. Jiro takes no Momentum.

    All Might first Forms on ‘League Interview’. Daniel plays ‘Frigid Heatwave’, ‘Specialist of Sound’ makes it 2 speed. All Might draws 2 off of Heatwave. All Might and Heatwave damage pump it to 8 damage and it is fully blocked. All Might plays ‘Giant Ice Wall’ and stuns 2. Mitchell responds with 2 ‘It Can’t Be Fixed’ and builds 2. ‘Ice Wall’ is fully blocked. All Might plays ‘Confident Counterstrike’. With All Might’s damage pumps and it’s own enhance, it deals 8 damage. All Might builds 2 and passes with 11 life to Jiro’s 16.

    Jiro plays ‘Cannon Blast’ and responds for speed and damage, also cycling their deck. Cannon is full blocked. Jiro builds 1 foundation and plays ‘Staff Strike’, responding for +3 speed. Jiro uses Combo Enhance. All Might uses ‘Forcing Surrender’ to clear his ‘Sugar Rush’ block from his card pool. Jiro uses 2 quick creates to put 2 foundation in their card pool. Jiro draws 3 cards for 3 foundations in card pool. Jiro uses Passing the torch to draw a card. Staff Strike is full blocked. Jiro plays a foundation and commits 2 to pass it. Jiro plays a ‘Preparing for Battle’ on a 1. Jiro passes turn.

    All Might plays a ‘Frigid Heatwave’ and draws 2. All Might mills with character and Heatwave for to make it 8 damage. Jiro full blocks the attack. All Might plays ‘Exploding Pride’. All Might makes it 7 damage, and uses ‘Ice Gliding’ to give it a speed and responds with 2 ‘Heroic Lineage’ to make it 11 damage. Jiro takes it and goes to 5 health. All Might plays ‘Ice Storm’. All Might makes it lethal at 6 damage, ‘Quick Create’ makes it 4 damage again and Jiro goes to 1 health. All Might plays a ‘Crow and Frog Takedown’ with three ready, checks a 3 and it fails, passing turn.

    Jiro plays a foundation then plays ‘Capture Net’. All Might surrenders the game.

    chooses to go first and builds 5.

    All Might builds 4 and passes with 3 cards in hand.

    Jiro builds 3 and passes with 3 cards in hand.

    All Might builds 3 and passes with 3 card in hand.

    Jiro builds a foundation then plays a Capture Net, responding for +2/+2. Net stuns 2. After using Jiro, ‘Destined for Mainstream Success’s Enhance adds a ‘Staff Strike’ on top of the deck to hand. Jiro uses ‘Self Sacrifice’ to makes Net 7 damage and All Might takes it, going to 22 health. Jiro plays a foundation, then a Staff Strike. Jiro uses combo enhance. Jiro uses a ‘Self Sacrifice’ to give it +1 damage, All Might responds with Lineage for -3 speed. All Might full blocks it with ‘Ice Storm’ and uses Breaker 2. Jiro builds 2 foundations, then plays ‘Unwavering Slash’. Jiro responds for +6/+6. Unwavering builds in a ‘Quick Create’. All Might uses ‘In The Typhoon’ to consider it fully blocked and discards the last two cards in his hand, Jiro responds with ‘Taiyaki Fanatic’ to cancel it. Unwavering hits and brings All Might to 8 health. Jiro plays ‘Cannon Blast’ and All Might surrenders.


    [Round 4] Keenan Meadows – Ibara Shiozaki (I) v Ryan Field – Tsuyu Asui (I)

    Game 1

    Ryan wins the dice roll and kicks off the game with a build 5 and pass.

    Keenan responds in kind by building 6 and passing back.

    Ryan starts his assault with ‘Crow and frog Takedown’ on a 3 check. Keenan full blocks and forces a card pool clog. ‘Frog Lashing’ is the follow up with Asui kicking the ‘Crow and Frog Takedown’ to the discard pile. Keenan takes the attack going down to 11 Health. ‘Crow and Frog Takedown’ returns as ‘Frog Lashing’ gets kicked out of the card pool. ‘Crow and Frog Takedown’ send for 4 putting Keenan down to 7 Health. Ryan plays ‘Frog Kick’ into ‘Tongue Whip’, both of which Keenan is forced to take bringing him down to lethal with Ryan taking Game 1.

    Game 2

    Going into Game 2 Keenan sideboards out of Ibara into Kamui Woods (I). Proceeds to build 3 foundations and pass the turn.

    Ryan responds by building 4 and passing it back.

    Keenan plays out 4 foundations and passes turn.

    Ryan opens his turn 2 with ‘Crow and Frog Takedown’. He opts to bounce it out of his card pool to deny a block from Kamui. He follows up with ‘Tongue Smack’, which Keenan full blocks with Breaker 1. Ryan builds 3 and passes turn.

    Keenan proceeds to build another 3 foundations and passes turn.

    Ryan builds 2 foundations and passes turn.

    Keenan builds 1 foundation and passes turn.

    Ryan breaks the trend and starts his turn with ‘Tongue Whip’, draws a couple of cards via ‘Passing the Torch’ and kicks out his own attack. He follows with a ‘Tongue Smack’ which Keenan blocks and responds with ‘Faith’s Shield’. Ryan builds 3 foundations and passes turn.

    Keenan slings his first attack through ‘Giant Ice Wall’ which is fully blocked. ‘Frog Lashing’ follows suite and gets fully blocked. Keenan pushes through with a ‘Tongue Whip’, clogs Ryan’s board and pushes through for 7 Damage, putting Asui at 13 Health.

    ‘Tongue Whip’ kickstarts Ryan’s turn and pushes a cycle of his deck, removing 6 attacks from his deck. Ryan proceeds to kick it out of his card pool and follow up with ‘Crow and Frog Takedown’. Keenan blocks with ‘Cheerful Uppercut forcing the card pool clog response. Ryan continues his aggression with ‘Tongue Whip’, pushing Keenan’s card pool to 4 cards. Keenan pushes the attack to -2 speed to block via ‘Faith’s Shield’. Ryan plays another ‘Crow and Frog Takedown’ onto a progressive difficulty of 2. Keenan sitting at a card pool of 5 manages to full block with Breaker 2, taking no damage. Ryan doesn’t let go of the gas and attacks with ‘Frog Kick’ committing down to 2 standing foundations. Keenan half blocks with a Breaker 1, taking 3 Damage and going to 17 Health. Ryan plays another ‘Frog Kick’ and commits his entire board to pass the check. Without a hand, Keenan is forced to take and goes to 12 Health. Ryan passes turn at 13 Health.

    Keenan fires off a ‘Tongue Whip’ to start the turn. Ryan blocks and fails the check, taking the damage and going down to 7 Health with no cards in hand. Keenan follows with a ‘Tongue Whip’ and closes out the game forcing a Game 3.

    Game 3

    Ryan begins the turn with a build 3 pass.

    Keenan responds in like with a build 4 pass.

    Ryan opens his turn with a ‘Crow and Frog Takedown’, Keenan failing the block and taking 6 Damage, going down to 14 Health. ‘Tongue Smack’ follows up with Keenan failing the ‘Faith Shield’ block, going down to 7 Health. Ryan continues with another ‘Crow and Frog Takedown’ which goes unblocked, putting Keenan down to 1 Health. Ryan follows through with a ‘Tongue Whip’ and closes out the game, taking the Match 2-1.

    [Round 5] Tim Keefe – Kyoka Jiro (I) v Will Taylor – Endeavor (I)

    Game 1

    Tim wins the die roll and builds 3.

    Will counter builds 4 foundations in kind.

    Jiro opens with ‘Unwavering Slash’ and checks a 3, responding with only a speed buff. Endeavor enhances with ‘Defrosting’ to increase the damage by 2. Endeavor blocks with a ‘Capture Evil Doers’ and responds with Breaker 1. Jiro builds 4 to push back the Breaker and ends turn.

    Endeavor continues to build 3 foundations.

    Jiro Builds 2 foundations and a ‘Quick Create’.

    Endeavor builds 3 more foundations putting him to 10 in stage.

    Jiro opens an ‘Unwavering Slash’, using it to and the stage to draw 2, also building an asset with its enhance. Endeavor chooses to not block and picks up ‘Touch of Decay’ with his Response ability. After a foundation is played, Jiro plays a ‘Create: Capture Net’. After a quick zone change to mid, Endeavor blocks with ‘Ice Storm; and Breaker 2’s Jiro. After eating the breaker with a foundation, Jiro plays a ‘Staff Strike’ and plays the Combo Enhance. Using the Assets to add in 3 foundations to the card pool, Jiro draws 4 cards. Endeavor unphased fully blocks with another ‘Ice Storm’ and once again uses Breaker 2. Jiro plays another ‘Create : Capture Net’ using the Stun 2 to fully commit out Endeavor and scoring a hit for 12 Damage, following it up with a ‘Cannon Blast’ at 14 High for 19 Damage!

    Game 2

    After siding 10 cards, Endeavor goes first and mulligans both times. Jiro tosses back 3 and Endeavor starts his turn building 3 foundations.

    Jiro reviews a ‘Quick Creation’ and builds 5 foundations, committing Jiro to pass.

    Endeavor builds 3 and passes.

    Jiro opens their turn with an ‘Unwavering Slash’, discarding 1 card to build an asset and drawing a card. Jiro sends the attack to be blocked by a ‘Capture Evil Doers’. Jiro eats the Breaker with a foundation build and checks a 3 on a ‘Staff Strike’. Opting to let it fail, Endeavor taunts his opponent.

    Endeavor plays a ‘Nitro Explosion: Ignition’ ignition to open the turn and pumps the attack to 7 High for 5 Damage, dropping Jiro to 22 Health. After scoring a hit, Endeavor plays a second ‘Nitro Explosion: Ignition’. Using the remove, steals a momentum from the top of deck and swings the attack for 8 Damage which Jiro Fully blocks. Endeavor follows up with a ‘Touch of Decay’ that gets fully blocked, returning to hand and stealing a momentum with Nitro. ‘Touch of Decay’ is played again, Powerful 2 used to swing for 8 Damage, putting Jiro to 14 Health.

    Jiro opens an ‘Unwavering Slash’ using Jiro’s responses to pump both Speed and Damage. They discard and build another Asset and draw a card. Endeavor full blocks with another ‘Capture Evil Doers’ and responds with Breaker 1. Jiro cutting her losses builds 2 foundations and passes.

    Endeavor reviews a card and draws a fresh 6. Builds 2 foundations putting him to 10 foundations and passes turn.

    Jiro opens the turn with a ‘Cannon Blast’. Endeavor uses ‘Fulfilled my Duty’ to end the enhance step, opts to not block and takes 6 damage, responding to pick up ‘Ice Storm’ and leaving him at 24 Health. Jiro proceeds to play a foundation and ‘Staff Strike’, combing as the first enhance. Then, 2 foundations are added to the pool to draw 3 cards. Endeavor blocks with an ‘Ice Storm and responds with Breaker 2. Jiro pushes thru the Breaker by playing ‘Create: Capture Net’ and giving it +6/+6. Endeavor fails a block to take 10 Damage going to 14 Health. Jiro plays the ‘Final Cannon’ blast of the game sending a 14 High for 18 Damage attack to end the match 2-0.

    [Round 6] Daniel Nelson – Tsuyu Asui I (Life) VS Christopher Bromley – Momo Yaoyorouzu I (Life)

    Game 1

    Asui goes first. Builds 5.

    Momo builds 5, passes with 2 in hand.

    Asui plays Ready Set Go to draw one card. Builds 4 and passes with 3 in hand.

    Momo plays Future Charge and draws one card off of it. Asui doesn’t block and takes 4, going to 16. Momo builds 3 and passes.

    Asui plays Ready Set Go to draw one card. Asui plays Crow and Frog. Uses Torch to draw a card and then readies it with Crow and Frog. Momo doesn’t block and takes 6. Asui loses 2 health to draw a card with Excited for Blood. Asui plays Ready Set go to draw one card. Asui plays a second Crow and Frog. Momo doesn’t block and takes 6, going to 14. Asui uses Excited for Blood to heal 4, going to 18. Asui plays Frog Kick. Momo blocks with Faith shield, flipping it. Asui plays Tongue Smack. Momo readies 2 Amphibious since Faith Shield left the pool. Asui puts one into the card pool with Smack. Momo puts a checked Rising Starlet into the card pool with Quick Create then builds it down with Momo, gaining 1 to 15. Momo blocks with Faiths Shield, flipping Tongue Smack. Asui plays Tongue Smack and puts one into the card pool. Asui gives it damage for the card pool, making it 8. Momo takes 8 and goes to 7. Asui plays Frog Lashing. Momo full blocks and commits out for it. Asui plays Cannon Blast. Asui commits one foundation to make it lethal damage and wins.

    Game 2

    Momo goes first. Builds 4. Asui responds with Ready Set Go and builds 2. Asui responds with a 2nd Ready Set go and builds 1. Momo builds a 5th foundation.

    Asui plays Ready Set Go to draw a card. Asui builds 4 and passes with 4 in hand.

    Momo builds 4 and passes.

    Asui plays Tongue Smack and puts one into Momo’s card pool. Momo blocks with Faith Shield and flips it. Asui plays Tongue Smack and puts one into Momo’s card pool. Asui pumps it to 7 and Momo takes 7 damage. Asui plays Frog Kick. Momo flips Wall Cling. Asui readies 2 Amphibious. Momo blocks with Plus Ultra. Asui plays Frog Kick. Asui discards the first Frog Kick and responds to ready a foundation. Momo doesn’t block and takes 6, going to 13. Asui plays Frog Lashing, coming in with 3 speed from Frog Kick. Frog Lashing readies 2. Momo uses two Releases. Momo full blocks it. Asui plays Frog Lashing and readies 2. Momo removes to grab a Capturing Net to hand. Momo uses Release and Rescue Completed to minus speed. Momo full blocks and commits out. Asui plays a Cannon Blast. Momo takes 5 and goes to 8. Asui passes with 0 cards in hand.

    Momo plays a foundation and then Capture Net. Momo builds down a foundation from the card pool. Asui takes 4 going to 16. Momo plays Home Run Comet and adds a foundation to momentum. Asui takes 4, going to 12. Momo plays a Home Run Comet and adds a foundation to momentum. Momo gives it +3 to powerful and uses Powerful 4 twice, making it 12 damage. Asui takes 12 and goes to 0.

    Game 3

    Asui goes first. Builds 3.

    Momo builds 5.

    Asui plays Crow and Frog. Momo half blocks and takes 3, going to 23. Asui plays Frog Kick. Momo doesn;t block and goes to 18. Asui builds 3 and passes.

    Momo builds 4 and passes.

    Asui plays Tongue Whip and puts 1 into cardpool. Momo blocks with Faith Shield and flips it. Asui plays Tongue smack and puts 1 into cardpool. Asui gives it damage and Momo doesn’t block, taking 7 and going to 11. Asui plays Tongue Smack. Asui draws a card and gives it damage. Momo blocks with Navel Laser and uses Breaker 2, taking 4 on the half block and going to 7. Asui plays a Tongue Smack and commits out for it. Asui draws a card and gives it damage. Momo removes a foundation and adds a Starlet to hand. Momo uses Release and Rescue Completed. Momo full blocks it. Asui builds 3 and passes with 2 in hand.

    Momo builds 3 and passes.

    Asui plays Cannon Blast. Asui commits 2 foundation to pump it. Momo flips Wall Cling. Momo blocks with Plus Ultra and takes no damage. Asui plays Tongue Smack. Momo uses Release and Rescue Completed to decrease the speed. Momo blocks with Faith Shield and flips Tongue Smack. Asui plays Frog Kick. Momo fully blocks it. Asui builds 2 and passes.

    Momo builds 3 and passes.

    Asui plays Ready Set Go to draw a card. Asui plays Crow and Frog. Momo takes it and goes to 2. Asui plays Crow and Frog. Momo flips Wall Cling. Momo blocks with Quick Creation and uses Breaker 1, taking no damage. Asui plays Frog Kick. Momo fully blocks it. Asui plays Frog Lashing. Momo flips Wall Cling. Momo builds down the Quick Creation from Card Pool. Momo uses Release and Rescue Completed. Momo blocks with Home Run, taking no damage. Time is called in the round. Asui plays Frog Lashing. Momo removes a foundation to pick up Rising Starlet. Momo uses Rescue Completed and Release and fully blocks it. Asui reveals no more attacks in hand and Momo wins by time.

    [Round 7] Cody Auckerson – Uraraka Ochaco (III) v Kevin Ryhmer – Mineta (II)

    Game 1

    Kevin wins the die roll and opts to go first, builds 3 and passes.

    Cody begins his turn one with a Sport Festival Stadium and a build of 2 foundations before passing turn.

    Kevin opens turn 2 with a ‘Grape Rush’, Cody failing the block on a 2 check and goes down to 18 Health. Kevin builds 2 and passes turn.

    Cody starts with a ‘Electric Jolt’ which gets ‘Faith Shielded’ on the block. Cody proceeds to build 2 foundations and pass.

    Kevin begins his turn with a ‘Tongue Whip’, utilizing its enhance and Mineta’s enhance to clog up Cody’s card pool. Cody takes 7 Damage, going down to 11 Health. 1 foundation is built and Kevin passes turn.

    ‘Zero Gravity Lift’ starts the turn, getting blocked by ‘Faith’s Shield’ and flipped in the card pool due to its response. ‘Specialized Soundwaves’ follows which gets half blocked for Breaker 2, dealing 3 Damage setting Kevin’s Health to 28. Cody fails a foundation check and passes turn.

    Kevin attacks with ‘Eat My Sticky Balls’ which gets full blocked, drawing Cody a card via Ochaco’s response. ‘Frigid Heatwave’ is played, milling 0 Ranged attacks and being sent for 6 Damage which Cody takes, setting his Health to 5. Kevin plays a foundation and passes turn.

    Cody starts his turn with 1 foundation, playing ‘Zero Gravity Lift’. The attack sends for 6, dealing 7 damage due to stadium and setting Kevin’s Health to 21. ‘Specialized Soundwaves’ follows dealing 4 Damage. Cody builds a foundation and passes the turn.

    Kevin starts his turn with a ‘Frog Lashing’, using Mineta and ‘Sticky Balls’ to clog up Cody’s card pool. The attack is sent for lethal, taking Game 1 for Kevin.

    Game 2

    Cody runs his first turn similar to Game 1, kicking it off with playing a ‘Sports Festival Stadium’ and building 3 foundations before passing turn.

    Kevin builds 3 foundations and passes turn.

    Cody fires off a ‘Double Jab Pummel’ to start off his turn which gets blocked and flipped by ‘Faith’s Shield’. With 3 progressive difficulty from Mineta’s abilities, Cody sends another ‘Double Jab Pummel’ that hits for 2, bouncing the attack back to hand and playing it out a third time. Kevin takes the damage, going down to 23 Health. Cody builds a foundation and passes turn.

    Kevin starts his turn with a ‘Grasping Tape Toss’ which gets blocked for half, setting Cody’s Health to 29. ‘Tongue Whip’ follows on a failed block, putting Cody to 19. Kevin builds 1 and passes turn.

    ‘Double Jab Pummel’ opens the turn dealing 3 damage and being bounced back to hand to be played once again. The attack is full blocked and followed by ‘Instant Explosive Release’, dealing 4 damage. Cody builds a foundation and passes turn, leaving him at 19 Health and Kevin at 15 Health.

    Kevin starts his turn with a ‘Tongue Whip’ to clog up the board alongside Mineta’s enhance. Cody full blocks the attack, committing out to pass the check. Kevin builds 2 and passes the turn.

    Cody takes the turn to build out 2 cards and passes to Kevin.

    Kevin opens on a ‘Grasping Tape Toss’ that gets blocked to deal half, setting Health total to 15 for both players. Kevin builds 2 foundations and passes turn.

    Cody builds 2 foundations and passes turn.

    Kevin plays ‘Grape Rush’ to start his turn, getting half blocked, putting Cody to 9 Health. Kevin builds 2 and passes turn.

    Cody flashes his first attack with ‘Specialized Soundwaves’, using it’s momentum response to place ‘Double Jab Pummel’ and a foundation into the deck. The attack gets full blocked. ‘Double Jab Pummel’ follows, getting double ‘Creepy Realization’ed to -1 Damage. Cody plays out ‘Home Run Comet’ which gets blocked, passing the turn afterwards.

    Kevin sends out ‘Frog Lashing’ alongside Mineta’s enhance and ‘Sticky Balls’ to clog up Cody’s card pool. The block fails and Kevin takes Game 2, closing out the match 2-0!

    [Round 8] Myles Tyler – Tenya Iida (I) v Nicholas Ragan – Rikido Sato (I)

    Game 1

    Myles starts the match, going into a build 4 and passing turn.

    Nicholas responds by building 5 and passing back.

    Myles sends the first attack with ‘Recipro Extend’, drawing a card and sending 4 Damage, setting Nicholas to 25. The turn ends with a build 4, 3 cards in hand and pass.

    Nicholas plays all gray, building 3 and passing turn.

    ‘Electric Jolt’ starts the turn for Myles, full blocked by ‘Plus Ultra’, dealing 1 Damage. Myles repeats his previous play, pushing through another ‘Electric Jolt’. The attack goes unblocked, setting Nicholas to 14 Health. The turn is wrapped up with a build 2 foundations and pass turn.

    ‘Recipro Extend’ opens the turn for Nicholas, going unblocked and setting Myles to 23 Health. ‘High Engine Kick’ is followed after a ‘Challenging the Fakes’ forces the failed play of an ‘Electric Jolt’. The attack goes unblocked for 10 Damage. Nicholas builds 2 foundations and passes turn.

    Myles starts his turn with a ‘Grasping Tape Toss’ which gets blocked, dealing half damage for 4, setting Nicholas to 10 Health. ‘Recipro Extend’ follows, dealing 3 Damage. ‘Recipro Burst’ pushes through to close Game 1, putting Myles in the lead 1 – 0!

    Game 2

    Nicholas kicks of the game by building 3 and passing turn.

    Myles responds by building 4 and passing it back.

    ‘Grasping Tape Toss’ kicks off the turn, the throw being blocked and dealing half for 3 Damage. The attack is followed by ‘Recipro Extend’, checking into a subsequent 3-check to commit out Nicholas. The attack is fully blocked, followed by a build 1 pass.

    Myles draws all grey, building 4 foundations and passing turn.

    Nicholas repeats his previous turn going into a ‘Grasping Tape Toss’ which gets blocked for half, dealing 5 Damage and setting Myles to 20. ‘High Engine Kick’ is the follow up, with Myles responding with Iida to take the first enhance and using ‘Ice Gliding’ to slow it down. The attack is perfect blocked. Nicholas builds 3 and passes turn.

    Myles starts the turn with a ‘Reverse Throw’ which is blocked and deals half damage for 4, setting Nicholas to 25 Health. Myles builds out 3 foundations and passes turn.

    Nicholas plays out grey for a build 4 and passes turn.

    Myles starts his turn at 11 foundations, drawing into grey, and building out 3 foundations and passing turn.

    Nicholas starts the turn with an ‘Electric Jolt’, forcing the use of ‘Fulfilled My Duty’ and half blocking the attack for 2 Damage. ‘Recipro Burst’ follows, dealing 9 Damage and setting Myles to 9 Health. Nicholas builds 1 and passes turn.

    Myles starts the turn with ‘Recipro Burst’, forcing Nicholas to commit for every enhance he uses this attack. The attack sends for 10 at mid zone, getting blocked by ‘Plus Ultra’. Myles builds 2 foundations and passes turn.

    Nicholas starts his turn by cycling his deck, removing from the game 3 attacks. The first attack of the turn is ‘Electric Jolt’, forcing the end of the enhance step via ‘Fulfilling My Duty’ and getting full blocked. ‘High Engine Kick’ follows, getting full blocked. ‘Recipro Extend’ continues the aggression, getting half blocked for 5, putting Myles to 4 Health. ‘High Engine Kick’ forces the concession, Nicholas pushing the match into Game 3.

    Game 3

    Myles starts the final game building 4 foundations and passing it over.

    Nicholas responds by building 5 and passing back.

    Myles throws the first attack with ‘Grasping Tape Toss’, getting blocked and dealing half damage for 3. ‘Electric Jolt’ follows dealing full damage, setting Nicholas at 22 Health. Myles builds 2 foundations and passes turn.

    ‘Electric Jolt’ starts Nicholas’ turn, going unblocked and dealing 4 to Myles. The turn continues by building 2 foundations and passing.

    ‘Recipro Extend’ kicks off the turn, giving the next kick a boost and getting fully blocked. ‘Setup Strike’ follows, going unblocked and setting Nicholas’ life to 16. Myles continues with ‘Recipro Burst’ and using ‘Plus Ultra’ to amp the attack into a 22 speed attack. Myles uses his momentum to turn the attack into a 20+ damage attack, however Nicholas has the ‘Plus Ultra’ block and takes half, going down to 2 Health. Myles passes turn.

    Nicholas starts his turn with ‘Recipro Burst’, going unblocked and dealing 9 Damage. Time is called, and Nicholas is unable to draw into enough gas to close out the game, closing the Match in a draw.

    [Top 16] Brandon Smith – Shoto Todoroki (II) v Michael Woolwine – Uraraka Ochaco (I)

    Game 1

    Michael goes first. Builds 3 and uses ‘Training Method’ to build a 4th.

    Brandon builds 5, passes with 2 in hand.

    Ochaco plays Back Alley and stuns 2. Ochaco builds Tight Lipped from the discard pile. Shoto blocks with a Faith Shield, flipping the Back Alley. Ochaco builds 3 and passes with 2 in hand.

    Shoto plays a Downward Frost Spike, using it’s enhance to damage pump the next attack. Shoto uses his Stun 2 and +2/+2 on his character, as well as first Villain Encounter. Ochaco uses Training Partner to make it’s speed 4, then fully blocks it. Shoto plays Amphibious Ambush. Ochacho blocks with Faith Shield, using it to flip Amphibious Ambush. Shoto builds 3 and passes with 1 in hand.

    Ochaco builds 2 and Passes.

    Shoto builds 2 and passes.

    Ochaco plays Zero Gravity Lift. Shoto flips Wall Cling and blocks, taking no damage. Ochaco responds to add it to Momentum and uses Wealthy Aspirations to charge another momentum. Ochaco passes turn with 5 in hand.

    Shoto plays Frigid Heatwave, giving it Stun 2 and drawing two cards off of it. Ochaco fully blocks the attack. Shoto plays Amphibious Ambush, using it’s combo enhance and then putting Frigid Heatwave into his Momentum. Shoto uses his character to give it +2/+2. Ochaco doesn’t block and takes 7 damage, going to 20 health. Shoto plays Tongue Whip, stuffing the card pool and giving it damage. Ochaco fully blocks the attack. Shoto builds 2 Amphibious, passing with 3 cards in hand.

    Ochaco builds 4 and passes with 2 in hand, going to 14 foundations.

    Shoto plays Frigid Heatwave, drawing two cards. Shoto uses his ability to give both players one momentum to hand and to give it Stun 2. Shoto flips Making a Stand to discard Ochaco’s last Momentum. Ochaco flips Wall Cling and half blocks the attack, taking no damage and using Breaker 1. Shoto builds 2 and passes with 5 in hand.

    Ochacho plays Zero Gravity Lift. Shoto flips Wall Cling. Shoto uses the Deadlock enhance to put 2 of Ochaco’s foundations into his card pool. Ocacho uses Someone with Style to destroy a foundation, taking himself out of Deadlock. Shoto blocks the attack, taking no damage. Ochaco responds to add it to his Momentum. Ochaco plays Meteor Shower and uses Zero Gravity Lift’s Momentum Enhance. Shoto fully blocks the attack, and it moves into the Momentum. Ochaco plays Back Alley Haymaker, stunning 2 and drawing a card. Shoto uses Struggling with Studies to pick up a high block from his card pool and ready both his Amphibious. Shoto doesn’t block the attack, going to 21 health. Ochaco uses Excited For Blood to draw a card, and Shoto responds with 2 Desperate Times to make him commit 2 foundations. Ochaco builds 1 Release and passes with 4 cards in hand.

    Shoto plays Giant Ice Wall, using it’s Stun 2 and using Shoto to give it another Stun 2 to leave Ochaco with 3 ready foundations. Shoto also uses Giant Ice Wall’s enhance to give the next ranged attack Stun 2. Ochaco fully blocks the attack. Shoto plays Amphibious Ambush and Stuns 2 as well as uses the Combo enhance to stuff the card pool. Ochaco uses Release to increase their Block check. Shoto flips Sticky Balls to put a third card into Ochaco’s card pool, then uses Amphibious Ambush to put their Giant Ice Wall into his momentum. Shoto uses his character enhance to give the attack +2/+2. Ochaco tries to block on a 10, but fails and takes the damage going to 11. Shoto plays another Amphibious Ambush, adding a 4th card into Ochaco’s card pool. Shoto then adds the other Amphibious Ambush into their momentum with it’s own enhance and uses Shoto to add it to their hand. Ochaco takes the attack, going to 6 health. Shoto plays the picked up Amphibious Ambush and combo enhances, adding a 5th card into Ochaco’s cardpool as well as adding the other Amphibous Ambush in his cardpool into his Momentum. Ochaco uses Release to increase their block check. Ochaco tries to block on an 11 and fails, taking lethal damage.

    Game 2

    Ochaco chooses to go first. He builds 4 and passes.

    Shoto builds 5 and passes with 2 in hand.

    Ochaco plays a Zero Gravity Lift. Shoto blocks with Faith Shield, flipping the Zero Gravity Lift. Ochaco plays a Back Alley Haymaker, stunning and building in a Release. Shoto blocks with a second Faith Shield, flipping the Back Alley Haymaker. Ochaco builds 3 and passes with 1 card in hand.

    Shoto plays a Frigid Heatwave and uses his character to Stun 2. Shoto mills 1 attack wit Heatwave and uses his character to make it a 7 high for 8. Ochaco doesn’t block and goes to 19 health. Shoto builds 2 and passes with 3 in hand.

    Ochaco plays Zero Gravity Lift. Shoto uses Sticky Balls to put a card in Ochaco’s card pool. Shoto doesn’t block and takes 7, going to 20 health. Ochaco responds to add it into Momentum and Wealthy Aspirations to charge a momentum. Ochaco plays Back Alley Haymaker, stunning 2. Shoto uses his character enhance to have both players pick up a Momentum, Ochaco picks up the random Momentum and uses his Zero Gravity Life Momentum enhance. Shoto doesn’t block, going to 15 health. The attack moves to Momentum and Ochaco responds with Excited For Blood to draw a card and heal 4, going to 21 health. Ochaco plays Meteor Shower. Shoto fully blocks the attack. Ochaco builds a new Excited for Blood, Wealthy Aspirations, and Release, passing turn with 3 in hand.

    Shoto plays a Frigid Heatwave, drawing 2 cards and using his character to Stun 2. Ochaco uses Release. Heatwave discards 1 ranged attack and Shoto’s character enhance give it +2/+4. Ochaco commits himself to add a Back Alley Haymaker from Momentum to hand. Shoto uses Self Assured to make Heatwave a Low, and Ochaco doesn’t block the attack. He takes 8 and goes to 13 health. Shoto builds 3 and passes with 4 cards in hand.

    Ochaco plays Back Alley Haymaker, stunning 2. Shoto uses his character enhance to add a momentum to hand, Ochaco has no Momentum to add. Shoto fully blocks with Ice Storm and responds with Breaker 2. Ochaco responds to add it to Momentum and uses Wealthy Aspirations to charge a free Momentum. Ochacho plays Meteor Shower, discarding the random momentum for a Meteor Shower. Ochaco discards a card from hand to pick up that Meteor Shower. Ochaco commits his character for +3 speed and picks up the Back Alley Haymaker. Shoto half blocks with a second Ice Storm and uses Breaker 2, taking half damage and going to 11 health. Ochaco plays a Back Alley Haymaker, stunning 2 and using Floating Around My Babies and Tight Lipped to make it 7 damage. Shoto tries to block but fails, going to 4 health. Ochaco plays a Meteor Shower and Shoto surrenders the game.

    Game 3

    Shoto goes first. He builds 4 and passes.

    Ochaco builds 5 and passes with 2 in hand.

    Shoto plays a Giant Ice Wall and Stuns 2. He uses his character for another Stun 2 and for +2/+2. Ochaco doesn’t block, taking 7 and going to 20 health. Shoto plays Amphibious Ambush, adding the Ice Wall into Momentum and Combo Enhancing to stuff Ochaco’s card pool. He uses Shoto’s character enhance to add the Ice Wall back to his hand from Momentum. Ochaco doesn’t block, taking 5 and going to 15. Shoto builds 2 and passes with 3 in hand.

    Ochaco plays Zero Gravity Lift. Shoto doesn’t block, going to 21 health. Ochaco uses Excited For Blood to draw and heal, going up to 17, as well as Ochaco to add it to Momentum and Wealthy to charge a free Momentum. Ochaco plays a Meteor Shower. Shoto blocks with Ice Wall, using Breaker 1. Ochaco builds 3 and passes with 2 cards in hand.

    Shoto plays Frigid Heatwave, giving it Stun 2. Shoto uses his character and discards 1 attack with Heatwave to make it 8 damage, and Ochaco takes it going to 9. Shoto plays Amphibious Ambush and uses it’s Combo enhance as well as putting Heatwave into the Momentum. Shoto uses his character enhance to have both players add a Momentum to hand. Ochaco fully blocks the attack. Shoto plays Amphibious Ambush, stuffing the card pool and adding the previous Ambush to Momentum. Ochaco uses Release and half blocks the attack, taking 3 damage and going to 6 health. Shoto plays a Tongue Whip, putting a 5th card into Ochaco’s card pool and giving it 5 damage. Ochaco uses double Release and half blocks the attack on a 10, taking 5 half damage and going to 1 health. Shoto builds 1 and passes with 1 in hand.

    Ochaco builds 3 and passes.

    Shoto plays Frigid Heatwave and gives it Stun 2 with his character. Shoto flips Making a Stand to discard Ochaco’s only momentum. Ochaco flips a Wall Cling. Heatwave discards 2 attacks and Shoto’s character enhance giving it +2/+6. Shoto uses his character to add an Amphibious Ambush from Momentum to hand. Ochaco blocks the attack, taking no damage from Wall Cling. Shoto plays Amphibious Ambush, using it’s combo enhance and also adding the Heatwave into Momentum. Ochaco flips a Wall Cling, half blocking and taking no damage from Wall Cling. Shoto plays a Cannon Blast and Ochaco shows no High block in hand, surrendering the game.

    [Top 8] Travis Tangemen – Momo Yaoyorozu (I) v Chris Smith – All Might (III)

    Game 1

    Travis wins the dice roll, kicking off the match with a build 6 and pass.

    Chris responds in kind by building 5 and passing turn.

    Travis draws all grey, playing out 3 ‘Excited For Blood’ and finishing by building an additional foundation.

    Chris starts the aggression with a ‘Ricochet Charge’ which goes fully blocked. ‘Hardened Jab’ follows, dealing 5 Damage putting Travis to 21. Chris builds 3 and passes turn.

    ‘Zero Gravity Lift’ starts the turn, with Chris using ‘Destined for Mainstream Success’ drawing into a ‘Hardened Jab’. The attack is blocked, dealing half for 4 Damage. Travis responds with ‘Excited for Blood’ twice to draw 2 cards, and flipping 1 of them to counteract the life loss. ‘Create: Bo Staff’ is played, dealing 4 Damage setting the life totals 22 for both players. Travis closes out by building 3 and passing turn.

    Chris swings with ‘Back Alley Haymaker’, using its enhance to build a 0 difficulty foundation and going to 9 total in stage. The attack gets fully blocked by ‘Frog Lashing’, responding with Breaker 1. Chris fights through the Breaker, attacking with ‘Hardened Jab’ which goes fully blocked. ‘Texas Smash’ finally pierces through, dealing 6 Damage setting Travis to 16 Health. Chris builds 1 foundation and passes turn.

    Travis starts his turn with ‘Instant Shining Flash’ that goes fully blocked. Another ‘Instant Shining Flash’ follows dealing 3 damage. In response both ‘Excited For Blood’ get used to draw 2 cards, and then get flipped to counteract the life loss and net 4 Health, setting the game at 20 Health for Travis and 19 for Chris. Travis builds 3 foundations and passes turn.

    ‘Hardened Chop’ starts Chris’ turn which goes fully blocked, forcing the discard of a ‘Home Run Comet’. A second ‘Hardened Chop’ hits through, setting Travis to 13 Health. ‘Back Alley Haymaker’ is the follow up which goes fully blocked with a responding Breaker 1. A build 1 passes turn.

    ‘Back Alley Haymaker’ opens Travis’ turn, getting half blocked and dealing 3 Damage. A ‘Zero Gravity Lift’ enhance sends ‘Back Alley Haymaker’ to momentum, following with the play of a ‘Zero Gravity Lift’, setting Chris to 15 Health. Travis plays out a foundation and passes turn at 11 foundations in stage.

    Chris starts his turn with ‘Ricochet Charge’ that gets blocked and responded to by ‘Faith’s Shield’. Chris builds 2 to go into deadlock and passes turn.

    Travis slows the paces, building 2 and passing turn.

    ‘Hardened Chop’ is the turn’s first play, cycling the deck and removing 3 attacks from the game. The attack gets fully blocked by ‘Instant Shining Flash’, forcing the discard of a card in Travis’ hand and a momentum from Chris. ‘Setup Strike’ follows which gets blocked and flipped by ‘Faith’s Shield’. Chris builds 1 foundation and passes turn.

    Travis plays his first ‘Quick Creation’ forcing a cycle of his deck and passing turn.

    Chris attacks with ‘Back Alley Haymaker’ which goes fully blocked with Breaker 1 via ‘Quick Creation’. Another ‘Back Alley Haymaker’ follows which goes fully blocked with Break 1 via ‘Frog Lashing’. Chris builds a foundation and passes turn with 6 cards in hand.

    Travis builds 2 and passes turn.

    ‘Texas Smash’ starts the turn going fully blocked. ‘Back Alley Haymaker’ follows, with Travis gaining a life through ‘Rising Starlet’. The attack is fully blocked. Chris builds 1 and passes turn with 5 cards in hand.

    A ‘Release’ is played following a ‘Create: Capture Net; to start Travis’ turn. The foundation is pulled down to stage with ‘Create: Capture Net’s enhance. The attack deals half damage, setting Chris to 13 Health. The 2 ‘Excited For Blood’s that were previously unflipped draw 2 cards and are flipped to net 6 health, setting Travis to 18 Health. ‘Back Alley Haymaker’ is the follow up attack as Chris plays out a ‘Capture Evil Doers’ to take away a foundation from Momo and gaining one of his own. The attack goes through, setting Chris to 5 Health. Travis continues his aggression with ‘Cannon Blast’ for 13 Damage, closing out the game and putting Travis ahead 1-0.

    Game 2

    Chris starts game 2 by building 4 and passing turn.

    Travis builds 4 and passes turn.

    ‘Back Alley Haymaker’ opens the turn, going unblocked and dealing 5 Damage, setting Travis to 21 Health. Another ‘Back Alley Haymaker’ goes unblocked, dealing 5 Damage and putting Travis to 16 Health. Chris proceeds to build 3 foundations and passes turn.

    Travis plays ‘Rescue Completed’ before playing out ‘Create: Capture Net’ and building down the foundation. The attack is fully blocked. ‘Back Alley Haymaker’ follows and goes unblocked, setting Chris’ health to 25. Travis builds 2 foundations, including a ‘Rising Starlet’ to gain 1 life and going to 17 Health.

    Chris starts his turn with ‘Hardened Chop’ which goes unblocked, dealing 5 damage. ‘Texas Smash’ is the next attack which gets fully blocked. Chris attacks with ‘One For All: Full Cowling 5% Strike’, discarding his hand and drawing 3 new cards. The attack is half blocked with ‘Frog Lashing’, responding with Breaker 1, setting Travis to 8 Health. Chris fails a foundation play and passes turn.

    Travis opens with ‘Instant Shining Flash’ which goes unblocked, dealing 4 damage and setting Chris to 21. Travis builds 3 and passes turn.

    ‘Back Alley Haymaker’ kicks off the turn, getting fully blocked with a Breaker 1 from ‘Quick Creation’. ‘Texas Smash’ pushes through the Breaker with a 6 check, which gets fully blocked by ‘Rising Starlet’. ‘Setup Strike’ is played, with Travis building down the ‘Rising Starlet’ that was used to block to gain a life. The attack gets fully blocked, with Chris building 1 and passing turn.

    ‘Create: Bo Staff’ is sent out to be fully blocked with a Breaker 1 response. Travis builds 3 cards and passes turn.

    Chris opens with ‘Hardened Chop’, going fully blocked and forcing the discard of an ‘Excited For Blood’. ‘Heroic Strike’ is played, committing out Travis and dealing 4 Damage, putting him to 5 Health. ‘Texas Smash’ follows, going half blocked and dealing 4 Damage, putting Travis at 1 Health. Another ‘Heroic Strike’ is played, forcing the cycle from Chris and removing 10 cards from the game. Travis fails the check on the block to close out the game, Chris equalizing the match and forcing a Game 3.

    Game 3

    Travis starts the game by building 4 and passing turn.

    Chris in turn builds 5 and passes turn.

    ‘Back Alley Haymaker’ kickstarts Travis’ turn, getting half blocked and allowing Travis to respond with ‘Excited for Blood’ and then flipping it, setting Travis’ Health to 26 and Chris to 28. The aggression continues with another ‘Back Alley Haymaker’ that deals 3 Damage. Travis follows with ‘Create: Bo Staff’ which goes unblocked, setting Chris to 21 Health. Travis builds a foundation and passes turn.

    Chris draws grey, playing out 4 foundations and passing turn.

    Travis builds 3 and passes turn.

    Chris attacks with ‘Back Alley Haymaker’, enhancing with a ‘Capture Evil Doers’ to remove a momentum from Momo and gaining one of his own. The attack gets fully blocked, with Chris building 3 foundations after and passing turn.

    Travis starts his turn with ‘Instant Shining Flash’ to get rid of Chris’ momentum. The attack goes unblocked, setting Chris to 18 Health. He follows by building 2 foundations and passing turn.

    ‘Back Alley Haymaker’ starts the turn, the block failing and setting Travis to 21 Health. ‘Hardened Chop’ follows suite, getting fully blocked and forcing a discard from Travis, leaving him at 1 card in hand. Chris builds 3 foundations, going to 12 in stage.

    ‘Create: Bo Staff’ starts the turn, getting fully blocked into a build 3 and pass turn.

    Chris attacks with ‘Hardened Jab’ which get fully blocked. ‘Setup Strike’ follows, going unblocked and putting Travis to 16 Health. ‘Texas Smash’ continues the aggression, dealing 8 Damage and putting Travis to 7 Health. Chris continues with another ‘Setup Strike’ before having to cycle his deck, removing 2 attacks from his deck. ‘Plus Ultra’ is attempted on its enhance, however fails the check. The attack is fully blocked. Chris continues with ‘Texas Smash’, forgetting the ‘Setup Strike’ speed enhance, going unblocked and setting Travis to 1 and passing turn.

    Committed out, Chris passes all priority to Travis as he attacks with ‘Back Alley Haymaker’ into a ‘Cannon Blast’ to close out the game, winning the match 2-1.

    [Top 4] Ryan Field – Tsuyu Asui (I) vs River Cook – Kyoka Jiro (I)

    Game 1

    Tsu chooses to go first. Builds 5 and passes.

    Jiro builds 5 and passes with 2 in hand.

    Tsu plays Tongue Whip, stuffing the card pool and damage pumping it. Tsu commits for speed and readies their character. Jiro doesn’t block and takes 5 going to 22. Tsu plays Tongue Smack, pumping it and drawing a card after discarding Tongue Whip from the cardpool. Jiro scouts the top two and flips Destined to add a Soundwaves to hand. Tsu flips and readies their character. Jiro doesn’t block and takes 6, going to 16 health. Tsu builds 2 and passes with 4 in hand.

    Jiro plays Back Alley Haymaker, responding for damage and stunning 2. Tsu half blocks and takes 3 damage, going to 17. Jiro plays a Sound Blast, responding for damage and Tsu fully blocks it. Jiro builds 3 and passes.

    Tsu builds 3 and passes with 4 in hand.

    Jiro plays Unwavering and pumps speed and damage. Jiro commits Small & Limber for stats, then builds an Earphone Jack. Jiro scouts the top two and flips Destined, adding a Capturing Net to hand. Jiro readies the Small & Limber and draws another card with Unwavering. Tsu attempts to block but chooses to fail it, taking 6 and going to 11. Jiro plays Back Alley Haymaker, responding for damage and Stunning 2. Back Alley builds in an It Can’t Be Fixed, and Jiro flips Note Taking for 2 speed. Tsu full blocks, committing everything but a Training Partner and Tsu. Jiro plays an It Can’t Be Fixed, then a Capturing Net and responding for +4/+4. Jiro gains Stun 2 off of Combo, then Tsu flips Training Partner to set it to 4 speed. Jiro stuns two, then Tsu removes their Crow & Frog block from the card pool. Tsu flips and readies their character, then readies two Amphibious. Tsu doesn’t block the attack, taking 9 damage and going to 2 health. Jiro plays a Specialized Soundwaves, using it’s responses to stack a Sound Blast and a Bonds of Friendship, drawing the Sound Blast. Tsu full blocks the attack. Jiro plays a Sound Blast, responding for damage and hitting Tsu for lethal.

    Game 2

    Tsu chooses to go first. He builds 4 and passes.

    Jiro builds 5 and passes with 1 in hand.

    Tsu plays Crow & Frog. Tsu gives it 2 damage with 2 Floating Around Babies and Jiro doesn’t block, taking 7 and going to 20. Tsu plays Frog Lashing, Specialist of Sound gives it -3 Speed. Tsu commits and kicks the Crow & Frog for Speed and readies Tsu. Jiro fully blocks the attack. Tsu plays Frog lashing and readies all his facedowns. The Frog Lashing gains damage from facedowns and Babies, then You’re So Obvious resets the damage. Jiro takes 6 and goes to 14. Tsu plays Frog Lashing, readying facedowns and kicking the previous Frog Lashing for speed. Jiro takes 10 and goes to 4. Tsu plays Tongue Whip, stuffing the card pool and readying Tsu to kick the previous Frog Lashing for speed. Jiro acknowldeges the Tongue Whip is unblockable and surrenders.

    Game 3

    Jiro goes first. Builds 4, Tsu plays Ready Set Go and builds 2. Jiro plays a 5th foundation.

    Tsu builds 5 and passes with 3 in hand.

    Jiro plays Unwavering Slash, responding for stats and building in a Compressed Weights. Tsu fully blocks with a Frog Lashing, using Breaker 1. Jiro plays a Sound Blast, Tsu takes the 6 damage and goes to 14. Jiro responds with Weights and locks down an Amphibious. Jiro builds 2 and passes with 2 in hand.

    Tsu plays Ready Set Go to draw a card. Tsu plays Tongue Whip, Jiro responds with Weights to remove it and prevent Tongue Whip from leaving the card pool. Jiro then responds by readying a Small and Limber to Weights leaving the Stage. Tongue Whip stuff the pool and hits Jiro for 5 damage, going down to 22. Tsu builds 3 and passes with 3 in hand.

    Jiro builds 3 and passes with 3 in hand.

    Tsu plays Frog Kick, Jiro responds with 1 of 4 Specialist of Sound to give it -3 speed. Tsu flips Training Partner to set it to 4 Speed and commits to 2 speed. Jiro doesn’t block, going to 15 health. Tsu plays Tongue Smack, coming in at 7 Speed due to Frog Kick and and getting -6 speed from 2 Specialist of Sound. Tsu flips Training Partner to set it to 4 Speed. Tsu kicks the Frog Kick out for +2 speed, readying a foundation with Frog Kick and readying an Amphibious. Tongue Smack gets damage from itself and Floating around Babies and draws a card. Jiro doesn’t block, taking 7 and going to 8. Tsu plays Ready Set Go and draws a card. Tsu plays Frog Kick. Tsu uses Passing The Torch to draw the last card in their deck and cycles, going down to 8 cards in deck. Tsu kicks the Tongue Smack for speed and readies Tsu. Jiro doesn’t block the attack, taking 6 and going to 2. Tsu plays a Crow and Frog Takedown, Jiro responds for -3 Speed on Specialist of Sound to negate the +3 speed from Frog Kick. Tsu kicks the Frog Kick out of the card pool, readying a foundation and then flips to ready Tsu. Jiro full blocks the attack. Tsu plays Crow & Frog Takedown. Tsu kicks for Speed and readies Tsu. Jiro fully blocks the attack by committing out. Tsu plays Frog Lashing for lethal damage and wins.

    [Finals] Ryan Field – Tsuyu Asui (I) vs Chris Bromley – Momo Yaoyorozu (I)

    Game 1

    Chris goes first, playing 4 foundations with Ryan responding with Ready Get Set Go to build 2 of their own.

    Asui answers back with a build 5 as well.

    Momo opens a foundation followed by a Create: Capture Net to stun 2 and build a Rescue Completed down. Asui confidently takes 4 damage going to 16. Chris proceeds to build 1 foundation and a Tres Chic Cape before passing turn.

    Asui plays a Crow an Frog Takedown checking a 3 on it. After pumping the damage with Floating Around My Babies, Momo takes 6 going to 20 health and Asui pays 2 Health to draw a card then immediately flips the Excited for Blood to gain 4, going back to 18 Health. Next comes a Tongue Smack to draw a card and pump itself to 7 damage which Momo chooses not to block going to 13 Health. Asui continues the assault by checking a 3 on a Frog Kick. Momo blocks with a Surprise Net Gun, taking 3 damage on the partial block to got to 10 Health. Asui plays another Frog Kick to which Momo removes the Net Gun to stop the +3 from effecting game and blocks with a Tongue Whip. Third times the charm with Asui playing a Frog Kick. Bromely blocks with a Navel Laser Beam and Breaker 2’s, taking half damage going to 7 Health. Asui plays a Frog Lashing committing all but one foundation. With the speed gained From Frog Kick Momo fails the block by one, taking lethal.

    Game 2

    Momo Takes the all 3 Mulligans and Asui keeps all 7 cards. Momo proceeds to Build 3 foundations and a Quick Create

    Asui reviews Ready Get set go and builds 5 foundations

    Momo builds 4 foundations

    Asui opens with a Ready Get Set Go and then plays Tongue Smack. Momo plays Passing the Torch and draws a Faith Shield, blocking with it to flip the Tongue Smack and taking no damage. Asui then plays Tongue Whip and stuffs the card pool. Boosted up to 5 damage, Momo takes it and goes to 21 Health. Asui calls off the attack, building 3 foundations and passes turn

    Momo opens the turn with a Tongue Whip to stuff the card pool and send a 5 damage attack that Asui takes, going to 15 Health. Chris follows by playing a foundation and then a Create Capture Net to stun 2 and build down a Rescue Completed. After readying 2 foundations, he uses Momo’s once per turn to add a Create Capture Net to hand. Momo plays a second Create Capture Net, checking a 3 and committing all but 1 foundation. Asui partial blocks the attack going to 13 Health.

    Asui opens with Frog Kick. Asui digs 3 Cards into deck during the attack and adds damage with Floating Around My Babies. Momo takes the 6 damage going to 15 Health. Asui plays a Tongue Smack to swing for 7 damage, putting Momo to 8 Health. Asui plays a Frog Kick, Momo taking its speed to 0. Momo removes a foundation to add a Preparing for Battle, blocking with Breaker 1 and taking no damage. Asui plays a Frog Lashing. Momo Gives it -2 Speed builds down their foundation. Asui pumps the attack to 11 Damage. Chris takes 6 From a partial block going to 2 Health. Asui plays a Crow and Frog Takedown. Momo only has the partial block and can’t defend from lethal.

    Ryan Field takes down the finals 2-0 and is the GenCon Regional License Exam Champion!

    Loyalty Program Evolution

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    The Loyalty Program awards Loyalty Points (LP) to players who participate in events and purchase product! Spend your LP to redeem items such as non-foil tournament promos, pre release promos and more from our Loyalty Shop.

    Players also have the ability to send in their pack wrappers (Pack Redemption) to earn additional Loyalty Points!

    Our Loyalty Program is hosted on the UGN Organized Play WebApp. Create an account and participate in events to start banking your LP! Both tournament organizers and players can host, track and manage Organized Play events using any device that can access a web browser.

    If you are a player or a collector, you have options to obtain the cards you want!

    How to Earn Points

    Participating in Organized Play

    Players can earn points by participating in tournaments! From weekly kitchen table tournaments to the top level of competitive play at Nationals, players will accumulate Loyalty Points by playing in these events!

    NOTE: Dropping from a LGS tier event and lower will forfeit participation Loyalty Points.

    Event TierParticipation Points
    Casual10
    Local Game Store (LGS)50
    Provisional Showdown100
    Regional License Exam200
    Pro Hero National300

    Casual: Players can earn points from up to 1 Casual Tournament a week. Anyone can host.
    LGS: Players can earn points from up to 5 LGS Tournaments a week. Only Approved LGSs can host LGS tiered events. To get approved, the LGS owner / manager will need to create an Organization from within their profile. Once the application is completed, a Jasco Games OP rep will reach out. If you need help, please email: Community@jascogames.com

    NOTE: Anything higher than LGS tier event will require Jasco Games approval.
    NOTE: The week resets on Sunday at Midnight (PST)

    Pack Redemption

    Players have the ability to send in pack wrappers to obtain Loyalty Points. Players are required to fill out a form stating how many packs they are redeeming at a time. The player will earn one (1) Loyalty Point per pack wrapper sent in this way. (Min 30, increments of 30)

    NOTE: Players will be responsible for shipping the pack wrappers

    Loyalty Shop

    Once you’ve accumulated enough Loyalty Points, you can visit the Loyalty Shop! Players will have the ability to trade in their Loyalty Points whenever they desire!*

    *Loyalty Shop contents and prices are subject to change.

    PromoLaunch PriceReduced Price
    Non-Foil Pre Release Promo Card60 Loyalty Points45 Loyalty Points
    (When Next Set Launches)
    Non-Foil Plus Ultra Tournament Pack Card60 Loyalty Points45 Loyalty Points
    (When Next Set Launches)
    Non-Foil Provisional Showdown Tournament Pack Card80 Loyalty Points50 Loyalty Points
    (Season After Legal)

    Suspended Players List

  • News
  • Updated: August 23, 2022

    NameUGN IDStart DateReinstatement Eligibility DateReason
    Josh B.ADNHHQQM0DJuly 20, 2022August 23, 2037Unsportsmanlike Conduct – Minor
    Suspension Evasion – Major
    Marquis M.UW6D3F731BJuly 20, 2022July 20, 2024Unsportsmanlike Conduct – Major
    Nicholas B.98QVVT2643July 20, 2022July 20, 2024Unsportsmanlike Conduct – Major
    *Any players who attempt to circumvent their suspension via the use of alternate accounts are subject to permanent suspension

    Character Intro: Fumikage Tokoyami

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  • It’s not rude to brood! Embrace the darkness within yourself as you awaken your abyssal powers alongside the Jet-Black Hero: Tsukuyomi in the My Hero Academia CCG!

    Collect his dark cards and more in the Series 1 booster packs.

    “Revelry in the dark” – Fumikage Tokoyami

    The cool and stoic darkness dweller of Class 1-A, Fumikage Tokoyami is here to drag evildoers into the abyss where they belong! His quirk, Dark Shadow, allows him to manifest a monstrous shadow from his body that fights alongside him. The darker it is, the stronger Dark Shadow grows; and together the two faithful allies are ready to show villains that they should, indeed, be afraid of the dark!

    Tokoyami is a 7 hand size character that will rely on strings of attacks to successfully bring his rivals into the realm of shadows. He is able to reduce and increase the damage of all attacks by 1 when he’s committed, providing support while he concentrates on his quirk. This is alongside his main ability, which allows him to pick up the card core to his strategy: “Summon Dark Shadow” in order to bring true ruin to his enemies. Tokoyami is never truly alone, and his ability to bring his friend back from the discard pile proves it!

    “…Another who communes with the abyss.” – Fumikage Tokoyami

    Unleash the darkness within with the Action Card: Summon Dark Shadow! This card will give all of your attacks speed and damage as long as it is in the card pool, and its powerful enhance ability will allow you to string attacks together with ease! Although that powerful enhance comes at the disadvantage of committing your character; but of course, a true lurker in the dark like Tokoyami has no qualms about being committed; he prefers it!

    Now, let’s see what this Jet-Back Hero can do on the offensive. His Dark Shadow Slash may start off slow, but it picks up considerable speed when it’s helped by faithful allies! Not to mention the extra punch it will pack if your character is currently in darkness. Meanwhile, Tokoyami’s Dark Shadow Talon will ensure that his faithful quirk enters the fray, providing further bonuses to his attacks by adding it to the card pool! And let’s not ignore a Deadlock Enhance that is sure to inspire fear on your rivals by slashing at their health!

    Tokoyami is great at working together with others, as he is used to having to work in tandem with his own shadow. This ability to work well in a team is demonstrated by how he takes advantage of the Ally keyword, which is also found in his Action Card! Stand Back To Back with your allies to mitigate some damage and fight another day. In the moments where you are alone, do not forget that you are Stronger In Darkness to buff up your attacks and push the pain through!

    “With your positions revealed, you’re in my crosshairs. And there’s no hiding from the coming storm.” – Fumikage Tokoyami

    Villains are a superstitious and cowardly lot, and no move is more prepared to make them cower in fear than Tokoyami’s signature move: Dark Shadow Ruin! This powerful move will make your action cards in your card pool not count towards progressive difficulty, further increasing the value Tokoyami obtains from Summon Dark Shadow! To further prove how far Tokoyami has mastered his quirk, once this attack has received both a speed and a damage bonus, it will increase its power further and leave your opponent stunned! When combined with its Breaker: 1 keyword, this attack is sure to bring ruin to your rivals both on the offense and the defense. Your villains will be nevermore!

    That’s it for our beloved bird of darkness. Look forward to playing as him and spreading the dark hand of justice alongside his shadow in the My Hero Academia CCG, available now!

    Character Intro: Yuga Aoyama

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  • Sacré bleu! The Shining Hero himself is ready to navel-blast his way to victory in the My Hero Academia CCG! 

    Collect his dazzling cards and more in the Series 1 booster packs.

    “I Cannot Stop Twinkling, meaning you can’t stop my sparkles!” – Yuga Aoyama

    The flamboyant oddball of Class 1-A, Yuga Aoyama is here to face his doubts and insecurities with grace, style, and panache! His quirk, Navel Laser, allows Yuga to blast his opponents away with spectacular beams of light; but if overused his abilities will lead to him clutching at his stomach in pain! Make sure to keep an eye on your resources, and don’t leave yourself open as you power through your rival’s defenses!

    As a character with a hand size of 6, Aoyama must make the most out of the cards that he draws. Take further advantage of powerful flip cost effects with his response ability, making the speed and damage of your attacks rise to truly resplendent heights! And when the time comes to play that final coup de grâce his enhance will allow you to play a high difficulty attack even late during a turn! Just don’t get caught on the defensive with all your cards face down, or you’ll end up with issues worse than tummy aches!

    “C’est la vie” – Yuga Aoyama

    Although taking advantage of his foundations being flipped is Aoyama’s raison d’etre, one must be ready for any upcoming villain attack. Make use of his stylish Tres Chic Cape to unflip your committed foundations, either to ready them for further use or to simply flip them again! And if anyone is foolish enough to go into deadlock against you, make sure to blind them with your cape’s powerful Form ability, which will add two ranged attacks you already played back into your hand so you may use them against your opponent once again!

    And speaking of attacks with range, Aoyama is always willing to lead with a couple far-away feints in order to ensure his main move strikes true! His Navel Laser Charge will ensure he stays healthy and fashionable while transferring one of his +1/+1 buffs to the next attack; while his Panache Shining Navel Blast will be big and fast enough to make your opponent sweat their hard-earned momentum right off their character! Simply diabolique!

    Aoyama needs to be able to flip foundations in order to promote his bedazzling plan; and that’s where his reliable Tight Lipped comes in! Serving as a 0 difficulty foundation that is always ready to turn some frowns upside-down. And when it comes to making the most out of these face down foundations, leave it to Someone With Style to solve that problem by simply blowing them up! And of course, if your rival tries to ruin your beautiful day with stun, this card will make sure they are properly punished.

    “Unless we can face that which pains us… we can never truly sparkle!” – Yuga Aoyama

    Once the time comes to go all out, Aoyama is prepared to unleash his signature, splendid and sparkling Navel Laser Beam! The two flip enhance abilities on this card, when combined with Aoyama’s response, is bound to terrify your rival with its sheer splendor! And the powerful First Enhance on the card will allow you to reuse some of your own very dear flip effects. And of course, let’s not forget the striking Breaker:2 which is bound to blindside your rival. Comme d’habitude for you, but a terrifying surprise for them!

    That’s it for our beloved Shining Hero: Can’t Stop Twinkling for now! Look forward to playing as him and stunning all your rivals with your confident, eternally shining style in the My Hero Academia CCG, Coming this November!